Quite a choice to develop a visual novel using Electron, not sure will the DEV read this but here I go anyways. (PS all of this would not existed if you used a proper tool, leave JavaScript for what's it intended)
The general game-play experience was so good that I alt+f4 for about 4 times after 2-3 animation loop, before I quit on it. The game seemed to get stuck in a animation loop and there is no way of telling has the game crashed or the DEV is being stupid with his animation durations.
Considering the choice of Electron and the controls in your application it would seem that it was suppose to be a mobile project that ran cross platforms? Yet the only platform available is PC, so you're swimming upstream and not gaining anything from it but problems creating UX problems.
For some reason you picked very interesting use for space bar and escape buttons, while nearly every visual novel uses space to advance dialog you found a different yet completely useless use for it and escape button, because there is none on phones, also don't exist in your game instead of calling a basic menu as it should with save/load/exit and etc.
Animations in your game are lazy, it's a common practice to use simple fade in/out loops and it's not a problem that you did so, how ever you have managed to made them super annoying - the animations with shorter background sounds should have a delay between the sound playbacks.
Also there is this problem where you end up stuck on a animation leaving you wondering has the game crashed? And you can't tell because there is no basic menu you could escape to, not even your existing quick menu is available during animations. So you're left with a lazy animation on your screen with a short sound sample on playback - real good UX.